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Alright you terrible little spawn of the Unconquered Sun, it seems that thanks to the incompetence of the Gold Faction, and your own souls' fixation on supplying memories more to do with your disgusting Lunar spouses than basic training, most of you Exalt not knowing much more than which end of the daiklaive is the sharp bit. Obviously a few of you have even more trouble than that, but that is of course what goremauls are for.
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Allright you terrible little spawn of the Unconquered Sun, it seems that thanks to the incompetence of the Gold Faction, and your own souls' fixation on supplying memories more to do with your disgusting Lunar spouses than basic training, most of you Exalt not knowing much more than which end of the daiklaive is the sharp bit. Obviously a few of you have even more trouble than that, but that is of course what goremauls are for.
  
 
I'm addressing you in order to fix that problem. You see, I have a problem too. I should be Empress, but I'm not. In order for me to become Empress, an awful lot of people are going to have to die. Since most of them are likely to do foolish things like attack you, or be in your way, I think we can come to some sort of mutual understanding.
 
I'm addressing you in order to fix that problem. You see, I have a problem too. I should be Empress, but I'm not. In order for me to become Empress, an awful lot of people are going to have to die. Since most of them are likely to do foolish things like attack you, or be in your way, I think we can come to some sort of mutual understanding.
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However, extra Health Levels are NEVER a substitute for an active defence.
 
However, extra Health Levels are NEVER a substitute for an active defence.
  
====Shields and other difficulty-adders====
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Shields and other difficulty-adders
  
 
Making your enemy's attacks more difficult is a wonderful thing. Shields are the easiest way to do so, and ranged attacks are particularly vulnerable to them. Just remember that you'll be expecting to lose a dodge success for every 2 dice of mobility penalty - so don't bother with tower shields, since a Buckler will effectively do the same job. Artifact shields, such as Shield Bracers or Thunderbolt Shields (both from supplements) don't have this problem.
 
Making your enemy's attacks more difficult is a wonderful thing. Shields are the easiest way to do so, and ranged attacks are particularly vulnerable to them. Just remember that you'll be expecting to lose a dodge success for every 2 dice of mobility penalty - so don't bother with tower shields, since a Buckler will effectively do the same job. Artifact shields, such as Shield Bracers or Thunderbolt Shields (both from supplements) don't have this problem.
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Note, however, that if your attacker can only see you in murky light, they add one difficulty to their attacks, and if they can't see you at all, the difficulty increased by two. Try messing with your opponents' ability to see!
 
Note, however, that if your attacker can only see you in murky light, they add one difficulty to their attacks, and if they can't see you at all, the difficulty increased by two. Try messing with your opponents' ability to see!
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====Using the scenery====
 
====Using the scenery====
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====Movement====
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Particularly useful for ranged combatants, since anyone who can't actually reach you can't strike you in hand-to-hand. Even Thrown users might find an enterprising Archer always skipping out of reach.
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If you're just trying to stay out of hand-to-hand range, you only need to be able to move more than 9 yards per turn in general (which is the most a Dex 5 character will be able to move and still attack you). This means, however, that you'll need some magic to help you, and sadly to say, your selection from the corebook is not good. You have two choices, Monkey Leap for Strength x 20 feet horizontally, and Lightning Speed, to double your movement for the turn. These look pretty good, but they're also of One Turn duration...meaning they can't be put in a combo. Hope you weren't relying on using a charm for defence (may I recommend a Windhands Gem again?).
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Do be careful when using this tactic, since you'll be vulnerable to people who hold their action until after you move, sprint after you, and then win initiative next turn and attack. If you know an enemy is holding their action near you, you need to be able to get at least 27 yards away to be sure of safety.
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I'm trying to keep this information relevant to those of you with only the corebook, but I really have to point out how much better this situation gets with Castebook Night and the Player's Guide. Soaring Crane Leap can do six times or more Monkey Leap's distance. Leaping Dodge Method lets you soar away from a Melee attack, further than Monkey Leap (both of these charms are from Castebook Night). The Player's Guide corrects Monkey Leap to yards, not feet, and makes Feather Foot style a scene length charm that also doubles your speed. Bringing a Solar equipped with these charms to hand-to-hand is extremely difficult.
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All of these charms are also useful in the extreme for hand-to-hand fighters, since they allow a soaring leap away, followed by a few clear turns to put up persistents before rejoining the fray.
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Finally, and especially useful for hand-to-hand fighters, Castebook Night introduces Eagle Wing Style, which allows flight. The Player's Guide reprints Eagle Wing Style's rules for flyby attacks, and clarifies that they apply to all flying characters. Flying characters can only be attacked in hand-to-hand combat by ground-bound opponents on the initiative beat that they make a flyby attack on a target, and then only by the defender without a -3 penalty. And if you choose a target that's already used their action for the turn...well, you won't be attacked, will you?
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It should be possible to make flyby attacks using Stormwind Rider, assuming your opponent isn't knocked down by the vortex.
  
  
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====How do you know when a target is vulnerable?====
 
====How do you know when a target is vulnerable?====
*An unarmored target is almost always vulnerable, since even with good defences they're likely to be badly wounded by a lucky hit. Even targets using charms for soak are usually worse off than armored targets, since they usually need to spend essence - often a great deal - to bolster their soak, and can be quickly ran out of essence in this fashion. There are exceptions, particularly some Lunars, Solars and Earth Immaculates, but even these tend to be vulnerable while putting up their scene-length soak charms, and thus can be killed swiftly if caught unawares.
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*An unarmoured target is almost always vulnerable, since even with good defences they're likely to be badly wounded by a lucky hit. Even targets using charms for soak are usually worse off than armoured targets, since they usually need to spend essence - often a great deal - to bolster their soak, and can be quickly ran out of essence in this fashion. There are exceptions, particularly some Lunars, Solars and Earth Immaculates, but even these tend to be vulnerable while putting up their scene-length soak charms, and thus can be killed swiftly if caught unawares.
 
*Virtually any target other than a Celestial Exalt who has already been attacked that turn will have been forced to use defence actions, and will have few if any actions left to defend (and at reduced dice to boot). This goes doubly if they've also attacked. As a bonus, you'll almost certainly have been able to tell how skilful they were when they were attacked, and you'll have an excellent idea of how badly you'll maul them. Even if they spent essence to defend against or survive the earlier attacks, they're still an excellent target, since you can force them to spend more, moving them quickly towards being exhausted.
 
*Virtually any target other than a Celestial Exalt who has already been attacked that turn will have been forced to use defence actions, and will have few if any actions left to defend (and at reduced dice to boot). This goes doubly if they've also attacked. As a bonus, you'll almost certainly have been able to tell how skilful they were when they were attacked, and you'll have an excellent idea of how badly you'll maul them. Even if they spent essence to defend against or survive the earlier attacks, they're still an excellent target, since you can force them to spend more, moving them quickly towards being exhausted.
 
*Any enemy who uses an offensive charm without a combo signature is vulnerable, since you know they can't use any defence charms. The exception to this is Dragon-Blooded, who can still use reflexive charms, but don't hesitate to fall upon them like hungry wolves if they've used a Simple or Extra Action charm, since their reflexive charms simply aren't good enough without actions to back them up, or so expensive that it's almost as good as wounding them anyway. In my opinion, if they're stupid enough to not make me Empress, and then compound it by using a Simple charm in front of a Solar, they deserve to be spitted on an eight foot golden razor. Useless inbred leeches. Watch out against Earth or Water Immaculates, though, since they actually have some rather nice Reflexive defence charms.
 
*Any enemy who uses an offensive charm without a combo signature is vulnerable, since you know they can't use any defence charms. The exception to this is Dragon-Blooded, who can still use reflexive charms, but don't hesitate to fall upon them like hungry wolves if they've used a Simple or Extra Action charm, since their reflexive charms simply aren't good enough without actions to back them up, or so expensive that it's almost as good as wounding them anyway. In my opinion, if they're stupid enough to not make me Empress, and then compound it by using a Simple charm in front of a Solar, they deserve to be spitted on an eight foot golden razor. Useless inbred leeches. Watch out against Earth or Water Immaculates, though, since they actually have some rather nice Reflexive defence charms.
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Sidereal Melee is not daunting. It is generally an essence sink. Provoke its reflexive defence as much as possible. Its Prayer Strip charm is a persistent parry, but its cost is great. It will make hitting the Sidereal difficult, but make it easier to exhaust their resources.
 
Sidereal Melee is not daunting. It is generally an essence sink. Provoke its reflexive defence as much as possible. Its Prayer Strip charm is a persistent parry, but its cost is great. It will make hitting the Sidereal difficult, but make it easier to exhaust their resources.
  
Other tricks to watch out for are Sidereals transferring damage from themselves to you (a perfect defence will cancel the relevant attack and the transfer), a battle strategy that forces Essence costs up (best dealt with by killing the Sidereal responsible as swiftly as possible), or using a Stealth charm to raise the difficulty of all actions against them made by a single target (in which case have your allies mob them while you ignore them).
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Other tricks to watch out for are Sidereals transferring damage from themselves to you (a perfect defence will cancel the relevant attack and the transfer), a battle strategy that forces Essence costs up (best dealt with by killing the Sidereal responsible as swiftly as possible), or using a Stealth charm to raise the difficulty of all actions against them by a single target (in which case have your allies mob them while you ignore them).
  
 
Martial Arts, however, are the mainstay of Sidereal combat. In general, they are not powerful charms, but are vastly varied. Everything said about Immaculates is relevant for the use of those styles (including Bottomless Depths Defence, curse it - Sidereals with this charm are just bloody tedious, though thankfully they cannot combo it, and thus aren't likely to mount a good offence). Violet Bier of Sorrows, their signature sword style, is powerful, giving many dice and allowing damaging attacks and high initiative, but is extremely expensive, and should be easy to wear down.
 
Martial Arts, however, are the mainstay of Sidereal combat. In general, they are not powerful charms, but are vastly varied. Everything said about Immaculates is relevant for the use of those styles (including Bottomless Depths Defence, curse it - Sidereals with this charm are just bloody tedious, though thankfully they cannot combo it, and thus aren't likely to mount a good offence). Violet Bier of Sorrows, their signature sword style, is powerful, giving many dice and allowing damaging attacks and high initiative, but is extremely expensive, and should be easy to wear down.
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Charcoal March of Spiders Style is arguably the most dangerous single tree in the game. Thankfully, the Sidereals are the weakest at using it (Lunars would be terrible beyond words, Solars might seriously consider it a viable alternative to their own combat trees). If you encounter a Charcoal March user, use Cascade of Cutting Terror and Accuracy Without Distance to kill them as swiftly as possible. If they show Bottomless Depths Defence, consider retreating.
 
Charcoal March of Spiders Style is arguably the most dangerous single tree in the game. Thankfully, the Sidereals are the weakest at using it (Lunars would be terrible beyond words, Solars might seriously consider it a viable alternative to their own combat trees). If you encounter a Charcoal March user, use Cascade of Cutting Terror and Accuracy Without Distance to kill them as swiftly as possible. If they show Bottomless Depths Defence, consider retreating.
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====All the rest====
 
====All the rest====
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Note that Gods also frequently have very high hardness ratings, meaning you need to have a high damage to even ping them.
 
Note that Gods also frequently have very high hardness ratings, meaning you need to have a high damage to even ping them.
  
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Original Author: Kasumi on RPG.net
 
Original Author: Kasumi on RPG.net

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